As for the akkan...you bring up good points about its interrupt ability...I've always felt that lvl 3 and 2 were a big step above lvl 1, though the difference between the cooldown and duration is 7s for all three levels...so a ship's ability to escape really doesn't change if its in position to jump...
I feel like something needs to be done with ion bolt to make it just a little bit more powerful, but I'm not sure where...I originally was thinking lvl 1 and 2 needed a buff, but now I'm not certain, perhaps its lvl 2 and 3 that need a boost...dealing some damage (like EMP) would make it more powerful, but I feel that would be changing the intent of the ability instead of refining and balancing it...
As for the Jarrasul's colonize ability...
The Vasari have a theme with speed when it comes to developing a planet...they have technology to speed up population growth, and one to speed up construction rates (which the Jarrasul already does)...they also have technology to reduce the credit cost of (IIRC) all purchases...
I have 3 ideas with the Jarrasul's colonize ability...
1) Increase the production speed of planet upgrades
2) Increase the population growth of the planet
3) Decrease the cost of orbital structures
From a conceptual level, #2 makes the most sense (the evacuator has what, 15,000 people on it?)...but there is a technology to already do this...I also don't know if the economic boost would be that significant unless the growth rate was ridiculous, and even then, it would very much be tied to the type of planet being colonized....
#1 is okay, but its too much like the current colonize ability...it simply doesn't provide a solid, tangible economic boost (aside from underdevelopment not lasting quite as long)
I am most in favor of #3...depending on how much of a cost decrease there is, it could be in conjunction with the current construction speed bonus or could replace the current speed bonus...
With each level of the akkan's colonize, you get a free extractor....that's 250 credits right there....
At level 1, you get 1 extractor (250) and you get it instantly...so, that is at least 36 extra seconds you are getting that extractors resources (.46*36=16.56... convert to credits (2.5:1) and thats 41.3)...so just with the extra extractors, akkan's colonize 1/2/3 is essentially worth 291/624/998 credits...add on the extraction bonuses of 33%/66%/100% that last for 6 minutes and that is 138 extra credits per level per extractor...
There is some variance with how quickly your constructors can move and start building extractors as well as how many roids are at the planet, but a very rough estimate puts colonize 1/2/3 at about 705/1452/2240 (assumes 3 roids, and that all are instantly built)...this is an overestimate, but it also doesn't take into account the value of time (you can work on turrets or factories or whatever sooner)...
As for the progenitor, you get a 15%/30%/45% cost reduction on planet upgrades for 360/480/600 seconds...
In that time period, lets say you build on average two civilian upgrades and two logistics upgrade...those would normally cost 2000-650-430 or (2.5:1 conversion ratio) or 4700 credits...
Therefore, on average colonize 1/2/3 would save you 705/1410/2115...again, probably an overestimate (obviously asteroids cost less and 2 logistic upgrades may be pushing it)...these numbers are fairly comparable to the akkan, so I think that the Jarrasul's ability needs to be comparable to both of these colonize abilities...
Right now all three colonize abilities last at least 6 minutes...progenitors lvl 3 last 10 and the jarrasuls always lasts 12...
Lets stick with the current 720s duration for the jarrasul, and work on reducing the cost of structures...
What would you build in 720s? Probably a lot...let's go with 3 extractors, a frigate factory, 2 trade ports, and 2 repair bays...the total cost for all of those things is 3650-480-480 or (2.5:1 conversion ratio) 6050 credits...
If the Jarrasul's colonize ability reduced construction costs by 12%/24%/36%, that would save you 726/1452/2178 credits...this is comparable economically to the other two colonize abilities, yet I think is different enough...if this were done, then I don't think the Jarrasul should increase the construction speed...
I'm going to need some help here, because I don't have the experience that some of you do...my estimates for how much you will build in 12 minutes etc etc might be off, in which case the percentages for the jarrasul's ability would be off as well...
Right now, I'm thinking it should be 12%/24%/36% for 720s...however, depending in which direction my estimates are off, 10%/20%/30% or 15%/30%/45% may be more appropriate...
As for Missile batteries...
What about putting cluster warheads (the LRMs ability) on the missile batteries? Not as powerful as meson bolt or rocket burst, but its something...
In fact, the entity file of cluster warheads could be copied and renamed to make a new ability that would just be put on missile batteries...this way, it wouldn't be tied to the tech tree (which I'm sketchy on)...
The advantage of cluster warheads (or a similar splash damage ability) is that it scales as the game progresses...as fleets get bigger and bigger, splash damage and AoE abilities become exponentially more powerful...
I think a splash damage like effect on these things could give them the late game power they need....